Human WMDs? Hmm... what would be kind of cool would be a human-engineered plague that wipes out most of the world's population. Not a zombie-virus, but like the black plague. And then production and transportation were wrecked, plopping the survivors into small communities that struggled for existence. Fear that the plague mutated and uses strangers as a carrier would keep the communities insular, and exile would be the most feared punishment. Then we as the PCs could get exiled, and we'd have to survive in a land that kept us away at gun-point. And winter's coming on...

Of course, its your call. I probably, as the player, have too much influence on your GMing and scenario decisions.

Game System - Custom (Fallout 3/D20/rolemaster) but rules light, even with the Rolemaster influence "

So yes, like Fallout

I was also thinking that like Fallout, the game would be taking place long after the fires died down and some life had time to recover - and mutate of course Part of what made Fallout cool for me was how the various isolated pockets of people would change over time.

Well, I was planning on setting in North America, so pandas are going to be rather few and far between... Most of the big cities which would have hosted Panda's would also have been targeted for special attention.

Also, Humans are the 'base model' for PC's - things more powerful are going to need balancing characteristics in their concept that will frequently apply. A cyborg panda would have a good one - a difficulty in not getting killed the second it came into view of an enclave other then where it came from.

Like war, people don't change, and visible freaks will have a very hard time.

Typical post-apoc tropes will apply here - Humanity's tech level was somewhat higher then our own at the time, on par in many ways with Scras's Cosmic era without the metaphysical aspects. Robots and Cyborgs are going to be carefully handled - they played a big part in the event. Internal cybernetics are not likely to be a problem, but those more machine than man are going to have a hard time of it as well.

Biomodification, 3D printing, decentralized power systems (solar), portable high-density energy storage all have made their mark on this world. Many 'freaks' were created even before hell broke loose.

That said, players are not going to be well equipped at the start - if they have firearms than ammo will be precious. Cybernetics would be 'inherited' in most cases - new cybernetics are not being made anywhere that the PCs are aware of.

I'll draw up more detailed guidelines if we can get enough players. I'd like 4 to start with and so far we have two.

Basics and Ability Scores per Pathfinder rules. All attributes to be generated via point build + 1d6 bonus points to apply to one stat. Superhuman values are allowed and attributed to mutation.

Races

HumansGhoulGhouls are a mutation that affects around 5% of all wastlander births. Treated as Undead

Species TraitsSize: Medium Undead HumanoidsLifespan: The brain starts to rot after 80 years, and loses 1 INT point every ten year until the creature is a mindless undead.Attribute Modifiers: No Constitution Score, -4 CHA (1 point minimum).

Subject to discussion. Starting community is very humanocentric, but there may be options for mutants to be used. Mutations can replicate spell-like powers and the like, though obvious physics-benders would likely be rejected. Ideally mutants would be a re-skinning of an existing race and must have no level adjustments - at least during the early days of teh campaign. Once average party level is high enough, mutants with non-zero level adjustments could be considered.

Classes

BarbarianFighterMonkRogueRanger (Spells are replaced with bonus feat every 3rd level)

Some will require adaptation to D20 - a lot can be used directly with 5% = 1 on D20 scale.

Also

Emplaced Weapons Proficency in large implaced weapons, not available at campaign startEnergy Weapons

Traits

Characters start with 2 traits per standard Pathfinder rules.

Equipment

Starting off, PCs may select a reasonable number of Blackpowder tech items or lower. Armor will be limited to makeshift types only - the local village does not have a blacksmith skilled enough to produce proper armour.Makeshift armour is 2 points lower in protection, but 'free'.Weight carried, while not meticulously tracked, will be considered, and so selection of equipment should reflect this.

Firearms are limited to either those purpose-built for blackpowder (muskets, older bolt-action rifles) or more modern weapons retooled for blackpowder. These conversions are somewhat unreliable but ammunition is far less scarce for such weapons. Automatic weapons are not available at this point.

Functioning Electronic devices are very rare.

Better items exist, but very rare in the starting area.

Local Knowledge

The starting village is a place known as Kenebac, a sparsely inhabited region heavily forested.The Long Road extends east to Raider lands and south west is the ruined city of Stonehammer, populated mainly by Neo-royalists. Northwards are the Deathlands, where mechanical monsters make life difficult.Southward is Grey Fields, another somewhat neutral community that lies between Kenebac and the Sea.

History

Very few remember a time before the Fall. Most people are young and their parents do not live very long. Life is hard, brutal and everyone is fenced in by fear and by hostile neighbours. Maybe someday this could change, but today, today is a challenge.

Characters get 2 background pics from a list I am currently working on, which will include such things as special equipment, companions, skills , etc.

Mutations also are on the docket.

A little disorganized, but something to get the thoughts on characters going. Starting region is a lot greener than the typical Fallout setting, as nuclear weapons played a smaller than 'normal' role in the apocalypse.

Military (3)1. From the same battalion2. Mercenaries3. Fought for opposite sides4. Common Experiences5. One killed the enemy/other got the credit6. Deserters from the same battle

Criminal (4)1. Gambling rivals2. Members of the same group of thieves3. Smuggler and fence4. Shared a prison cell5. Mutual keepers of an ominous secret6. Loan Shark / Debtor

Raiders (5)1. Lone survivors of a small community destroyed by raiders2. You were part of an ill fated expedition sent to scout in raider territory3. Refugees that met on the Long Road4. One of you left the other for dead5. You were part of a rearguard that shielded Kenebac from a raider invasion, buying time for the escape of Mayor Barry Richards/Captain Lydia Stormwell and his/her cohorts6. One of you hid the other from an invader warband

Work (6)1. Members of the same group2. Miners/Looters3. Master and apprentice4. Hunting rivals5. Former employees from the same defunct business6. Artist and patron